/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline const Aws::String& GetTicketId() const{ return m_ticketId; } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline bool TicketIdHasBeenSet() const { return m_ticketIdHasBeenSet; } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline void SetTicketId(const Aws::String& value) { m_ticketIdHasBeenSet = true; m_ticketId = value; } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline void SetTicketId(Aws::String&& value) { m_ticketIdHasBeenSet = true; m_ticketId = std::move(value); } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline void SetTicketId(const char* value) { m_ticketIdHasBeenSet = true; m_ticketId.assign(value); } /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline StartMatchmakingRequest& WithTicketId(const Aws::String& value) { SetTicketId(value); return *this;} /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline StartMatchmakingRequest& WithTicketId(Aws::String&& value) { SetTicketId(std::move(value)); return *this;} /** *A unique identifier for a matchmaking ticket. If no ticket ID is specified * here, Amazon GameLift will generate one in the form of a UUID. Use this * identifier to track the matchmaking ticket status and retrieve match * results.
*/ inline StartMatchmakingRequest& WithTicketId(const char* value) { SetTicketId(value); return *this;} /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline const Aws::String& GetConfigurationName() const{ return m_configurationName; } /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline bool ConfigurationNameHasBeenSet() const { return m_configurationNameHasBeenSet; } /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline void SetConfigurationName(const Aws::String& value) { m_configurationNameHasBeenSet = true; m_configurationName = value; } /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline void SetConfigurationName(Aws::String&& value) { m_configurationNameHasBeenSet = true; m_configurationName = std::move(value); } /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline void SetConfigurationName(const char* value) { m_configurationNameHasBeenSet = true; m_configurationName.assign(value); } /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline StartMatchmakingRequest& WithConfigurationName(const Aws::String& value) { SetConfigurationName(value); return *this;} /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline StartMatchmakingRequest& WithConfigurationName(Aws::String&& value) { SetConfigurationName(std::move(value)); return *this;} /** *Name of the matchmaking configuration to use for this request. Matchmaking * configurations must exist in the same Region as this request. You can use either * the configuration name or ARN value.
*/ inline StartMatchmakingRequest& WithConfigurationName(const char* value) { SetConfigurationName(value); return *this;} /** *Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.
Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.
Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.
Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.
Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.
Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.
Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.
Information on each player to be matched. This information must include a
* player ID, and may contain player attributes and latency data to be used in the
* matchmaking process. After a successful match, Player objects
* contain the name of the team the player is assigned to.